Imported mesh from Maya over to Blender. The shading and faces are weird. Here's the blend file, mega.nz/#!N3RTgRwD!b2t7DqLzu3H7MyUrZ5SDdfC8wZW3mngz2LzeHe6jY2E
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2Maybe related - https://blender.stackexchange.com/questions/76513/strange-black-shading-cannot-fully-light-mesh-cycles. Not black here but seems the same, mesh with even that amount of faces should be relatively smooth once shading is set to Smooth. – Mr Zak Jun 21 '17 at 22:00
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Are you sure shading is set to smooth? You may also want to use the "Triangulate Faces" function to see if that helps. – Zacocast Jun 21 '17 at 22:11
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I tried the Clear Custom Split Normals Data, turning off Auto smoothing, and the triangulate modifier. Shading is on smooth, here it is flat, https://gyazo.com/4c06dc701244220f399bdcda8fc24747 – Mayu Jun 21 '17 at 22:44
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Maybe every face is separated? Try remove double? And.. try turning off viewport ambient occlusion? And if you are in Cycles mode, Cycles do have problem shading low polys up close on screen. – TeaCrab Jun 21 '17 at 23:36
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It looks like you have view port ambient occlusion turned on. From what I can tell the viewport ao doesn't recognize quads and likes to shade the quad's underlying triangle structure. – Lukas Valine Jun 21 '17 at 23:39
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1@LukasValine Woo! Thank you Lukas, that seemed to have been the problem. – Mayu Jun 22 '17 at 00:05
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While we model using quads, blender always draws to screen using triangles. The current triangulating algorithm for quads always triangulates the same way, while the newer ngon triangulating is more intelligent, see this question for some more insight.
While the vertex order used to make each face could be re-arranged to get a better result, I don't think there is an easy way to do that.
You should find that a subsurf modifier will hide most of the effect you are seeing.
sambler
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